WebGLProgram.js 11 KB

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  1. THREE.WebGLProgram = ( function () {
  2. var programIdCount = 0;
  3. var generateDefines = function ( defines ) {
  4. var value, chunk, chunks = [];
  5. for ( var d in defines ) {
  6. value = defines[ d ];
  7. if ( value === false ) continue;
  8. chunk = "#define " + d + " " + value;
  9. chunks.push( chunk );
  10. }
  11. return chunks.join( "\n" );
  12. };
  13. var cacheUniformLocations = function ( gl, program, identifiers ) {
  14. var uniforms = {};
  15. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  16. var id = identifiers[ i ];
  17. uniforms[ id ] = gl.getUniformLocation( program, id );
  18. }
  19. return uniforms;
  20. };
  21. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  22. var attributes = {};
  23. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  24. var id = identifiers[ i ];
  25. attributes[ id ] = gl.getAttribLocation( program, id );
  26. }
  27. return attributes;
  28. };
  29. return function ( renderer, code, material, parameters ) {
  30. var _this = renderer;
  31. var _gl = _this.context;
  32. var defines = material.defines;
  33. var uniforms = material.__webglShader.uniforms;
  34. var attributes = material.attributes;
  35. var vertexShader = material.__webglShader.vertexShader;
  36. var fragmentShader = material.__webglShader.fragmentShader;
  37. var index0AttributeName = material.index0AttributeName;
  38. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  39. // programs with morphTargets displace position out of attribute 0
  40. index0AttributeName = 'position';
  41. }
  42. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  43. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  44. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  45. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  46. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  47. }
  48. var envMapTypeDefine = "ENVMAP_TYPE_CUBE";
  49. var envMapModeDefine = "ENVMAP_MODE_REFLECTION";
  50. var envMapBlendingDefine = "ENVMAP_BLENDING_MULTIPLY";
  51. if ( parameters.envMap ) {
  52. switch ( material.envMap.mapping ) {
  53. case THREE.CubeReflectionMapping:
  54. case THREE.CubeRefractionMapping:
  55. envMapTypeDefine = "ENVMAP_TYPE_CUBE";
  56. break;
  57. case THREE.EquirectangularReflectionMapping:
  58. case THREE.EquirectangularRefractionMapping:
  59. envMapTypeDefine = "ENVMAP_TYPE_EQUIREC";
  60. break;
  61. case THREE.SphericalReflectionMapping:
  62. envMapTypeDefine = "ENVMAP_TYPE_SPHERE";
  63. break;
  64. }
  65. switch ( material.envMap.mapping ) {
  66. case THREE.CubeRefractionMapping:
  67. case THREE.EquirectangularRefractionMapping:
  68. envMapModeDefine = "ENVMAP_MODE_REFRACTION";
  69. break;
  70. }
  71. switch ( material.combine ) {
  72. case THREE.MultiplyOperation:
  73. envMapBlendingDefine = "ENVMAP_BLENDING_MULTIPLY";
  74. break;
  75. case THREE.MixOperation:
  76. envMapBlendingDefine = "ENVMAP_BLENDING_MIX";
  77. break;
  78. case THREE.AddOperation:
  79. envMapBlendingDefine = "ENVMAP_BLENDING_ADD";
  80. break;
  81. }
  82. }
  83. // console.log( "building new program " );
  84. //
  85. var customDefines = generateDefines( defines );
  86. //
  87. var program = _gl.createProgram();
  88. var prefix_vertex, prefix_fragment;
  89. if ( material instanceof THREE.RawShaderMaterial ) {
  90. prefix_vertex = '';
  91. prefix_fragment = '';
  92. } else {
  93. prefix_vertex = [
  94. "precision " + parameters.precision + " float;",
  95. "precision " + parameters.precision + " int;",
  96. customDefines,
  97. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  98. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  99. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  100. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  101. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  102. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  103. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  104. "#define MAX_SHADOWS " + parameters.maxShadows,
  105. "#define MAX_BONES " + parameters.maxBones,
  106. parameters.map ? "#define USE_MAP" : "",
  107. parameters.envMap ? "#define USE_ENVMAP" : "",
  108. parameters.envMap ? "#define " + envMapModeDefine : "",
  109. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  110. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  111. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  112. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  113. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  114. parameters.vertexColors ? "#define USE_COLOR" : "",
  115. parameters.skinning ? "#define USE_SKINNING" : "",
  116. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  117. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  118. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  119. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  120. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  121. parameters.flipSided ? "#define FLIP_SIDED" : "",
  122. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  123. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  124. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  125. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  126. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  127. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  128. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  129. "uniform mat4 modelMatrix;",
  130. "uniform mat4 modelViewMatrix;",
  131. "uniform mat4 projectionMatrix;",
  132. "uniform mat4 viewMatrix;",
  133. "uniform mat3 normalMatrix;",
  134. "uniform vec3 cameraPosition;",
  135. "attribute vec3 position;",
  136. "attribute vec3 normal;",
  137. "attribute vec2 uv;",
  138. "attribute vec2 uv2;",
  139. "#ifdef USE_COLOR",
  140. " attribute vec3 color;",
  141. "#endif",
  142. "#ifdef USE_MORPHTARGETS",
  143. " attribute vec3 morphTarget0;",
  144. " attribute vec3 morphTarget1;",
  145. " attribute vec3 morphTarget2;",
  146. " attribute vec3 morphTarget3;",
  147. " #ifdef USE_MORPHNORMALS",
  148. " attribute vec3 morphNormal0;",
  149. " attribute vec3 morphNormal1;",
  150. " attribute vec3 morphNormal2;",
  151. " attribute vec3 morphNormal3;",
  152. " #else",
  153. " attribute vec3 morphTarget4;",
  154. " attribute vec3 morphTarget5;",
  155. " attribute vec3 morphTarget6;",
  156. " attribute vec3 morphTarget7;",
  157. " #endif",
  158. "#endif",
  159. "#ifdef USE_SKINNING",
  160. " attribute vec4 skinIndex;",
  161. " attribute vec4 skinWeight;",
  162. "#endif",
  163. ""
  164. ].join( '\n' );
  165. prefix_fragment = [
  166. "precision " + parameters.precision + " float;",
  167. "precision " + parameters.precision + " int;",
  168. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  169. customDefines,
  170. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  171. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  172. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  173. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  174. "#define MAX_SHADOWS " + parameters.maxShadows,
  175. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  176. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  177. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  178. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  179. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  180. parameters.map ? "#define USE_MAP" : "",
  181. parameters.envMap ? "#define USE_ENVMAP" : "",
  182. parameters.envMap ? "#define " + envMapTypeDefine : "",
  183. parameters.envMap ? "#define " + envMapModeDefine : "",
  184. parameters.envMap ? "#define " + envMapBlendingDefine : "",
  185. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  186. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  187. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  188. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  189. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  190. parameters.vertexColors ? "#define USE_COLOR" : "",
  191. parameters.metal ? "#define METAL" : "",
  192. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  193. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  194. parameters.flipSided ? "#define FLIP_SIDED" : "",
  195. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  196. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  197. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  198. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  199. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  200. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  201. "uniform mat4 viewMatrix;",
  202. "uniform vec3 cameraPosition;",
  203. ""
  204. ].join( '\n' );
  205. }
  206. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  207. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  208. _gl.attachShader( program, glVertexShader );
  209. _gl.attachShader( program, glFragmentShader );
  210. if ( index0AttributeName !== undefined ) {
  211. // Force a particular attribute to index 0.
  212. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  213. // And, color, for example is often automatically bound to index 0 so disabling it
  214. _gl.bindAttribLocation( program, 0, index0AttributeName );
  215. }
  216. _gl.linkProgram( program );
  217. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  218. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  219. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  220. console.error( 'gl.getError()', _gl.getError() );
  221. }
  222. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  223. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  224. // console.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
  225. // console.warn( _gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );
  226. }
  227. // clean up
  228. _gl.deleteShader( glVertexShader );
  229. _gl.deleteShader( glFragmentShader );
  230. // cache uniform locations
  231. var identifiers = [
  232. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
  233. ];
  234. if ( parameters.useVertexTexture ) {
  235. identifiers.push( 'boneTexture' );
  236. identifiers.push( 'boneTextureWidth' );
  237. identifiers.push( 'boneTextureHeight' );
  238. } else {
  239. identifiers.push( 'boneGlobalMatrices' );
  240. }
  241. if ( parameters.logarithmicDepthBuffer ) {
  242. identifiers.push('logDepthBufFC');
  243. }
  244. for ( var u in uniforms ) {
  245. identifiers.push( u );
  246. }
  247. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  248. // cache attributes locations
  249. identifiers = [
  250. "position", "normal", "uv", "uv2", "tangent", "color",
  251. "skinIndex", "skinWeight", "lineDistance"
  252. ];
  253. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  254. identifiers.push( "morphTarget" + i );
  255. }
  256. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  257. identifiers.push( "morphNormal" + i );
  258. }
  259. for ( var a in attributes ) {
  260. identifiers.push( a );
  261. }
  262. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  263. this.attributesKeys = Object.keys( this.attributes );
  264. //
  265. this.id = programIdCount ++;
  266. this.code = code;
  267. this.usedTimes = 1;
  268. this.program = program;
  269. this.vertexShader = glVertexShader;
  270. this.fragmentShader = glFragmentShader;
  271. return this;
  272. };
  273. } )();